monogame

Switching between Monogame and UIKit

守給你的承諾、 提交于 2019-12-22 05:09:35
问题 I've been searching and searching but can't seem to find a solution that works for what I'm trying to do, and I'm almost at the point where I have to ask if it is even possible. I'm using Xamarin Studio to develop an iOS app. I have a few different screens set up as UIViewControllers and they are working well. The crux of the app, however, is a game and I want to use Monogame as I've used it before and enjoyed working with it. Basically, I have to switch from a UIViewController to the Game

MonoGame templates in Visual Studio 2015

对着背影说爱祢 提交于 2019-12-21 20:44:58
问题 I just installed Visual Studio 2015 and now want to start a new MonoGame project (C#, Windows DX). I got MonoGame installed, as well as XNA. The problem is that the templates are not showing up in the New Project dialogue. On Visual Studio 2013, they showed up here, they are also nowhere to be found aynwhere else in the Project tree. So I searched for the templates, they exist in the location where they should be: C:\Users\<user>\Documents\Visual Studio 2015\Templates\ProjectTemplates\Visual

MonoGame reading touch gestures

五迷三道 提交于 2019-12-21 13:27:32
问题 I am currently writing a game using the fantastic monogame framework. I am having trouble reacting to touch input correctly. When a user drags horizontally or vertically I want to perform an action once per drag. The problem is the gesture is getting issued multiple times for each drag. Here is my code: var gesture = default(GestureSample); while (TouchPanel.IsGestureAvailable) gesture = TouchPanel.ReadGesture(); if (gesture.GestureType == GestureType.VerticalDrag) { if (gesture.Delta.Y < 0)

monogame screen resolution is incorrect

醉酒当歌 提交于 2019-12-20 03:09:10
问题 Monogame, or XNA really, is reporting the wrong screen resolution on my Surface Pro 3. Using GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width and Height returns dimensions of 800 x 600, which is incorrect. So, I cannot set up my game size correctly. I've been using this code without problem on an Acer V5 and can set the game resolution to a size I expect. This is because the GraphicsAdapter reports the correct screen size. Whether using it as is, or docking the tablet with an external

Insert a Monogame view inside MvvmCross monodroid Activity

风流意气都作罢 提交于 2019-12-18 07:08:53
问题 I'm trying to build a Monogame view inside a RelativeLayout from my MvvmCross monodroid Activity view. An android Activity inherits from Microsoft.Xna.Framework.AndroidGameActivity to be able to run a Monogame inside a RelativeLayout (working). My MvvmCross Activity inherits from MvxBindingActivityView(working). So, I need a way to run the game and bind some datas within the same activity. Thanks in advance for your help. 回答1: Loosely speaking, you can translate any Activity to an MvxActivity

How disable the main form when I have a sub-from open [closed]

浪尽此生 提交于 2019-12-14 04:15:15
问题 Closed . This question needs details or clarity. It is not currently accepting answers. Want to improve this question? Add details and clarify the problem by editing this post. Closed 5 years ago . I've been looking everywhere and I haven't found the code to disable the main form when sub form is open(I could be just wording it wrong. Just like when you're opening a file if you try click on the application the Open flashes and makes a sound. How do I make the application disable while I'm in

why does async call LiveConnectClient.GetAsync block executing thread?

半城伤御伤魂 提交于 2019-12-14 03:59:01
问题 I have Windows Store MonoGame (based on XAML MonoGame template in Visual Studio 2012) app. When I connect to LiveConnect, system does all things in background, but when I call LiveConnectClient.GetAsync to get user info it sometimes (and usually) blocks the caller thread, even though it is called using await. Is there any way to make GetAsync call really async? Maybe I should create a new thread to call it? Here's the caller code. It is called inside MonoGame draw thread (can't access main UI

How to access PreparingDeviceSettingEventArgs.GraphicsDeviceInformation.GraphicsProfile?

为君一笑 提交于 2019-12-13 04:47:15
问题 I would like to change the GraphicsProfile to Reach . As told to me in another answer the solution would be to use: graphics.PreparingDeviceSettings += (s, e) => { e.GraphicsDeviceInformation.GraphicsProfile = GraphicsProfile.Reach; }; But my e.GraphicsDeviceInformation does not contain the GraphicsProfile property. I don't understand how two implementations of the same class are present in MonoGame.Microsoft.Xna.Framework and MonoGame.Microsoft.Xna.Framework.Graphics. The one in ...Framework

Why is XNA not supported in vs2012? [duplicate]

纵然是瞬间 提交于 2019-12-12 13:56:16
问题 This question already has answers here : Closed 7 years ago . Possible Duplicate: How to install XNA game studio on Visual Studio 2012? I would like to make an game application in xna. But after purchasing vs2012 (bought it for almost 800 dollar!!) i can't use the xna game studio environment! That's crazy from MS. They are 2 products of the same company aren't? Does anybody know when vs2012 is supporting xna of monogame? I've tried several options and search the internet already but i can't

Could not load file or assembly 'System.Drawing, Version=4.0.0.0

匆匆过客 提交于 2019-12-12 12:05:25
问题 I installed Monogame, and when trying to run a very simple hello world style game I get this exception. I understand that there are several posts on stack overflow regarding this error, but am still puzzled as to how to fix this. Do I need to uninstall .Net and reinstall a different version? If so, how do I do that? A System.IO.FileNotFoundException was thrown. Could not load file or assembly 'System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its